Abstract
Information literacy (IL) is important for university students. In this research, we developed a digital role-playing game to enhance students’ learning of IL and investigated the effects of gameplay modes on their learning performance, motivation, self-efficacy and flow experiences. A total of 90 students participated in the study and played the game in collaborative, competitive and solo modes. Their IL knowledge was measured through a post-test after they completed the game and associated exercises. Their motivation, self-efficacy and flow experiences were evaluated through a questionnaire survey. The results indicated statistically significant effects of the gameplay modes on the students’ learning performance, motivation, self-efficacy and flow experiences. The solo mode was inferior to the other two in all four aspects. The collaborative mode significantly outperformed the competitive mode in terms of enhancing learning performance and flow experience, while the competitive mode was significantly better in terms of promoting self-efficacy. These two modes were similarly effective in the dimension of motivation. Based on the results, we suggest that students play games in the collaborative or competitive modes when conditions permit. We also advise teachers to provide students with rich opportunities for discussion, collaboration and interaction and believe that an appropriate competitive atmosphere is important. Copyright © 2021 Di Zou, Ruofei Zhang, Haoran Xie, Fu Lee Wang.
Original language | English |
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Pages (from-to) | 152-170 |
Journal | Australasian Journal of Educational Technology |
Volume | 37 |
Issue number | 2 |
Early online date | 10 May 2021 |
DOIs | |
Publication status | Published - 2021 |
Citation
Zou, D., Zhang, R., Xie, H., & Wang, F. L. (2021). Digital game-based learning of information literacy: Effects of gameplay modes on university students’ learning performance, motivation, self-efficacy and flow experiences. Australasian Journal of Educational Technology, 37(2), 152-170. doi: 10.14742/ajet.6682Keywords
- Educational game
- Information literacy
- Flow state
- Self-efficacy
- Competition
- Quantitative